Neheb, the Eternal
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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Neheb, the Eternal

Legendary Creature — Zombie Minotaur

Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)

At the beginning of your postcombat main phase, add to your mana pool for each 1 life your opponents have lost this turn.

GermanSpaceAce on How 'bout a little fire, scarecrow?

1 month ago

Geosurge unfortunately does not help you much. Only casting creature or artifact spells when you have neither of those in the deck seems difficult. If you are open to putting a creature in the deck, Neheb, the Eternal would similarly give you a lot of mana, just not right away. Alternately, you may just want to use those 4 slots for more land so you can play a Banefire for X=5 or more without a Seething Song more often.

ElTacoDude on Prosper's Purgatory [Treasure EDH]

1 month ago

Davinoth, I don't think I read your primer very well the first time. As a finisher Crackle with Power makes more sense than I thought at first. I was thinking more general removal/board wipe. I'm used to playing Neheb, the Eternal, where you need to deal the damage first, then get cast the high mana spells.

Quickspell on Syr Carah, the Bold Dragon's Approach

1 month ago

zach3584 I'm trying to wrap my head around this. Carah is lovely, but also frightening.

I tested her in a Rielle, the Everwise deck. Tapping her to exile a card is great. But casting and exiling three seems very risky, especially since casting a second DA will exile the next three cards and so on. Unless you have a lot of ramp or cost reduction, I don't see how you can keep up without losing a lot of potentially important cards into exile. You don't run a lot of rocks or cost reducers like Helm of Awakening, and you don't run Neheb, the Eternal or Neheb, Dreadhorde Champion.

So, how do you even cast all those cards exiled by Carah? How well does the deck fare?

SirHipHopHippo on Maraxus of Keld Pump & Dump

2 months ago


I could probably cut either Rush of Blood or Fatal Frenzy however I would need to replace one with Fiendish Duo because I want both Maraxus's combat to be double damage and the flings to be double damage and I want the damage doublers to only work against my opponents and not myself.

I've thought about cutting Exhibition Magician for Wily Goblin but I do like the versatility of being able to make a citizen in case I'm up against an Aristocrat deck running group hug sac cards like Dictate of Erebos. I think it's a safer cards for sticky situations, treasures can't block either

While Lightning Greaves is very good, I don't think it's that good in fling decks. Being in a situation where Maraxus is my only creature will likely come up and then I will not be able to move Greaves off of him when I go to fling him. The same can be said for when I draw new equipment, if Maraxus is on board equipped with Greaves I cannot equip new equipment to him unless I have another creature to move Greaves onto. Shroud and Fling strategies just don't add up for me, which is why I'm stoked to have Champion's Helm

I like Laelia, the Blade Reforged maybe I will try and squeeze that in. I like that it has haste too. Imposing Grandeur seems fun too, I am still not sold on it though because I always end up holding my flings in my hand for the right moments and it's not a guarantee that I will draw a new fling effect after a wheel, that's why I prefer the exile top card of library draw effects, or the treasure making draw cards.

I think I am going to cut Urabrask, Heretic Praetor for either Laelia, the Blade Reforged or for Goblin Engineer

I like when people win with Brash Taunter and build around it, it feels out of place for this deck and theme though. I feel like if someone's going to include it they basically build around it or at least build around that theme of damaging their own creatures.

Malignus over Cavalier of Flame.

I used to have another version of this deck that had Bloodforged Battle-Axe, since it makes so many copies it can really pump Maraxus. I also used to run Neheb, the Eternal so I could Fling Maraxus pre combat, and then recast and reequip post combat with ease and without tapping lands.

That are your thoughts in adding those cards somehow?

again, thank you for all the suggestions.

Coward_Token on UB: Warhammer 40K

3 months ago

Official first look link

Previews: July 26

Release date: August 12

My comments Show

plakjekaas on Which non-partner commanders would you …

4 months ago

Neheb, the Eternal + Neheb, Dreadhorde Champion seem like they would have fun together for all the Big Red Big Mana Big Beats you could need.

DrukenReaps on Aggro advice

4 months ago

I'd recommend Neheb, the Eternal, Aurelia, the Warleader, or Feather, the Redeemed. I generally advise against pure aggro or burn strategies but any of these three can make them efficient enough to take down a table by yourself.

SteelSentry on Weakest Mono Color

5 months ago

It sounds like the problem is more to do with your opponents hating out your deck specifically than the colors you're playing. It's true that Red doesn't have universal value engines like the other colors do, and it's not as removal heavy as white is, but many of red's strongest effects are the ones that let you win explosively out of nowhere; when I still had my Neheb, the Eternal deck put together, I was able to win in one turn once, where all I had was 9 mana of lands/rocks, and empty handed (with a timely Reforge the Soul miracled).

White has certainly many tools recently, but all the removal in the world won't win you the game, which White can often struggle to do.

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